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Topic: FAQ: Event Guide (Read 2497 times)

Understanding events and how to use them is crucial to designing a game in Unlimited Adventures. When you place an event, several pages of choices are brought up. All events have the same first page. This gives you control over:

* whether an event happens only once or multiple times * when an event happens: o Always o If party does/doesn't have a special item (see SPECIAL ITEM) o Daytime/Nighttime o Random Percent o Party is/isn't searching o Facing certain position (or combination there of) o Quest Completed/Failed/In Progress o Party is/isn't detecting traps o Party can/cannot see invisible o Specific race/class in party * Chain Control o When to chain: + always + if event happens + if event doesn't happen o List of events to go to next (See CHAIN)

The following is a list of the types of evens, with what can be found on the pages of questions that come with each event.

3. CHAIN Chaining events allows several different events to follow in sequence. This chain command allows more control of the trigger that starts a chain than in the typical page one chain by using the page one "when event happens" * page 2: o event to chain to

4. COMBAT * page 2: o graphics the play sees o text box o location of monsters relative to party o surprised (neither/party/monster) o choice for auto-approach o choice for combat being outdoors * page 3: o 3 choices for monsters which include + type + number * page 4: o 3 more choices, but with an option for them to be friendly and fight with the party * page 5: o choice for no treasure from monsters o choice for party never dies o choice for magic doesn't work o monster moral percent o difficulty of turning o none(0) o harder(2) o difficult(10) o impossible(100)

5. COMBAT TREASURE * page 2: o amount of platinum o amount of gems o amount of jewelry o list of 8 items o choice for whether items are identified. * page 3: o note that combat treasure event must be chained directly before the combat event in which the party is to get the treasure.

6. DAMAGE * page 2: o art the player sees, and the distance it is from party o text box o number of complete attacks o who is attacked + party + active player + one random party member + each on has a percent chance to get damage * page 3: o how many dice of how many sides plus _____ damage o saving throw/save for half/save for no damage/hits based on THAC0 o saving throw type o modifier to throw o THAC0 of attack

7. ENCOUNTER This is more like what happens when you meet monsters and do not go into combat right away. What gets done depend on what you set the options for and where the chain choices go. * page 2: o graphics the player sees o text box o where monsters are relative to party o monster speed o chain choices for + combat + talk + escape * page 3: o approach + whether choice is available + whether it is allowed closeup + choosing it will # decrease range # combat chain, no surprise # combat chain, surprise if party is slow. # combat chain, monsters surprised if party is fast # talk chain # escape chain if party is fast # no effect o retreat + whether choice is available + choosing it will # same options o fight + whether choice is available + whether it will only be allowed closeup + choosing it will # same options * page 4: o wait + whether choice is available + choosing it will # same options o talk + whether choice is available + whether it will only be allowed closeup + choosing it will # same options o if range goes to zero + same options minus no effect and decreasing the range

13. PASS TIME I have used this event w/ zero time passing to help in chaining w/ multiple event triggers necessary to start the chain (for example: 50 percent chance if party is searching) * page 2: o text box o how much time passes

14. PICK ONE COMBAT This is the same as combat, except that the monster group is randomly chosen from one of the groups on pages 4 and 5.

15. QUEST STAGE Quests are useful and can often be used like an if/then statement. Each quest (a total of 44) can have values between 1 and 100. These events should only happen if the quest is at a value (stage)-1 and will become (stage) when accepted. This is useful when giving the party a choice. You can also use utilities to directly manipulate quests. * page 2: o graphics the party sees o text box o accept quest on: + impossible + yes/no/both + impossible, no question + automatic, no question o whether quest is completed on acceptance o whether quest fails upon rejection o which quest o which stage * page 3: o chain for accepting o chain for rejection

20. SHOP * page 2: o what the players see o cost factor (from free to 100 times) o whether to back up one step when leaving store o up to four types of items * pages 3-6 o which items of the 4 types selected are available

21. SMALL TOWN Small Towns have simplified versions of things (for example, the shop in a small town has only two types of items). For more detail on each type, see each places separate entries. * page 2: o what graphics the player sees o text box o what is in the town: + temple + training hall + shop + inn + tavern + vault * rest of the pages are for what is in the town

22. SOUNDS * page 2: o first 5 sounds to be played * page 3: o second 5 sounds to be played

23. SPECIAL ITEM You can use this option to reset quests by taking them from the player * page 2: o what graphics the player sees o text box o whether to give or take item from party o which item

24. STAIRS * page 2: o what graphics the player sees before entering o whether to ask a yes or no question o whether to transfer on yes or no o text box for question * page 3: o where on map to go when entering stairs o text box o whether to execute event at destination

25. TAVERN * page 2: o what graphics the player sees o text box o whether to allow fights o where to chain on a fight o whether to back up a step on leaving * page 3: o show tales in order/random o tale one and two * page 4: o tale three and four * page 5: o whether to allow drinks o where to chain when too much is drunk o names of five drinks

26. TAVERN TALES This is place in a chain before a SMALL TOWN or TAVERN and includes six tales.

27. TELEPORTER This is like a stairs, but can transfer without question

28. TEMPLE * page 2: o what graphics the player sees o text box o spell level offered o cost o whether to allow donations + how much must be donated + where to chain when enough is donated * page 3: o what text read in the temple o whether to go back one step when leaving

30. TRAINING HALL * page 2: o who may train o cost o what graphics the player sees o text box o whether to back up one step

31. TRANSFER MODULE This is like TELEPORT, but can be between modules

32. UTILITIES This event is useful for manually effecting quests and can be used to keep track of many things. For example, if you wanted to have certain events happen only if an alarm has been set off, you can use quest one for the alarm. It starts at zero. If the alarm is set off, add one to quest one. Then in page one of each event you want to happen only in this special case, set the event to happen only if you have quest one. * page 2: o how much is stored in/added/subtracted from quest/item o whether to exit play now * page 3: o check up to six items/quest and put result in item/quest if all/any of six items are present

33. VAULT This is a place where items can be dropped and retrieved later * page 2: o what graphics the party sees o text box o whether to back up one when leaving

34. WHO PAYS * page 2: o what graphics the party sees o text box o what is need for success (enough platinum/ gems/jewelry/impossible) o where to teleport if necessary o whether to execute event at location * page 3: o text box for success o after text: chain/teleport/back up one step * page 4: o same as page 3, but for failure

35. WHO TRIES * page 2: o what graphics the party sees o text box o what check is based on (stat or thief skill) o whether compared to die/must have at least o number of tries o teleport destination if needed o whether to execute event at location * page 3: o text box for success o after text: chain/teleport.back up on step * page 4: o same as page 3, but for failure

Is there any way to trigger an event depending on wether an npc is in the party?

As I could not find an "event happens if" so I tried to set up an initial "npc says" event with a "if event doesn't happen" chained triggered event. Sadly, as it seems the "if ... is in the party" does not play any role in the "happening" of the event, so the chained event will be triggered depending only on the "event happens if" part of the "npc says" event.

This is really unfortunate as my design in the making was planned to rely heavily on the actual npc(s) attached to the solo protagonist, so any help, idea would be really appreciated.

The late Brian O'Donnell rewrote a lot of UA's code to create OAUA (with Darius Whiteheart). Unfortunately, I've been led to believe, a lot of OAUA's secrets were lost when he passed on.

I also fear that that is indeed the case. And also fear that the changes were so extensive, that reverse engineering will be a daunting task.

Anyhow, I was about to install OAUA to have a look at the ckit.exe (or diff.tlb), and see what I'm up against, but failed miserably (Load error: no DPMI - get csdpmi*b.zip). A hint there would be nice - or a generated diff.tlb even nicer.

Anyhow, I was about to install OAUA to have a look at the ckit.exe (or diff.tlb), and see what I'm up against, but failed miserably (Load error: no DPMI - get csdpmi*b.zip). A hint there would be nice - or a generated diff.tlb even nicer.

I think I generated this Diff.tlb correctly. It should turn the regular UA Ckit into the OAUA Ckit through the usual UAShell manner (that is, for the uninitiated, making a new *.dsn folder, then Applying that design thru UAShell). Anyone who does not understand what I've just written should not attempt to do anything with this attachment.

I have thought about creating versions of my OAUA designs that could be played in regular UA w/UAShell, by adding just such a Diff.tlb and any other necessary files. I get the impression that a lot of FRUAites have balked at going thru the process of creating a separate OAUA version of UA, and so have never played any OAUA designs (sigh)...

I think I generated this Diff.tlb correctly. It should turn the regular UA Ckit into the OAUA Ckit through the usual UAShell manner (that is, for the uninitiated, making a new *.dsn folder, then Applying that design thru UAShell). Anyone who does not understand what I've just written should not attempt to do anything with this attachment.

I have thought about creating versions of my OAUA designs that could be played in regular UA w/UAShell, by adding just such a Diff.tlb and any other necessary files. I get the impression that a lot of FRUAites have balked at going thru the process of creating a separate OAUA version of UA, and so have never played any OAUA designs (sigh)...

15000 bytes changed! I rarely use smileys but this deserves at least a 15K of these: .I just pack some rations and will be back in ten years after I analysed a tenth of this...

Is it possible to use "comment" lines in a diff.tbl (ie, lines that will be ignored but which can be used to remind ourselves what particular bits of the diff.tbl do, or are supposed to do)? I'm guessing not, but it sure would be useful!